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880151 Posts in 33022 Topics- by 24388 Members - Latest Member: zackaria85

May 25, 2013, 08:50:44 PM
TIGSource ForumsDeveloperFeedbackDevLogsOperation C.U.P.I.D.: Tactical Matchmaking Robot
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Author Topic: Operation C.U.P.I.D.: Tactical Matchmaking Robot  (Read 1129 times)
Eatingburger
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« on: May 15, 2012, 09:23:50 PM »

Latest GIF




Plot
The earth's inhabitants have been conquered by sad robots powered by loneliness.

However, there is still hope! A small group of rebel scientists finally discovered love, leading to the construction of you! C.U.P.I.D.

It is your job to free the lonely humans from their isolated isodomes, and destroy the depressing robot scourge that sort of made the earth really awkward & depressed. This is mostly done by smashing things into each other with mojo(NAME PENDING)-powered arrow rockets.


The isodomes grow robotic spider legs (not pictured) and flee when approached

Features
*Copious amounts of pink explosions
*SHUMP style gameplay, rewarding both tactics/planning and quick reflexes!
*Physics shenanigans!
*Touch screen controls!
*Create explosive romances as isodomes collide, freeing tiny people from lonliness!
*In-depth information on every isodome-trapped tiny man to allow you to plan out the best matchups!

/!\ Official Artist Mockup of Info Screen /!\

The hats will be randomly generated

Project Members
Eatingburger (coding)
Sacretis (art)
« Last Edit: May 29, 2012, 08:23:05 PM by Eatingburger » Logged
Eatingburger
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« Reply #1 on: May 15, 2012, 09:25:02 PM »

This is the first game I’ve ever developed, so it should be an interesting experience (has been great so far).
In terms of the actual game, some more specifics:

Gameplay
*Everything that uses mojo is pink, or creates pink particles. Everything involving loneliness, blue.
*Getting hit by anything is a one-hit kill.
*Tap to a location to dash to it. Dashes are powered by your mojo, and as such any incoming damage is dealt to your mojo meter, so you won’t be murdered while dashing.
*Tap on your character and drag to start charging a shot (arrow), or tap and drag during a dash to enable a DRAMATIC PINK-HUED TIME-SLOW shoot.
*Arrows travel at a speed based on charge time, but when they hit a target, the rocket grabs the enemy and triggers its rocket thrusters, pushing them rapidly (for smaller foes). Foes with more thrust/momentum will require multiple missiles to move (such as isodomes).


Rough mockup of the mechanic. I still need to code in proper acceleration-calculations (yeah, I know Unity already has a bunch built in). Also we probably won’t use Unity for the release version.

*The robots will be sad.
*I FEEL SOMEWHAT CONFLICTED ABOUT NAMING THE RESOURCE “MOJO”
On the other hand, “mojo meter” is a nice alliteration

I enjoy saying words at people most of the time, so questions/feedback/suggestions/whatever are definitely welcome.
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Eatingburger
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« Reply #2 on: May 19, 2012, 07:14:12 AM »

UPDATE:

So I never bothered to properly learn inheritance until now, but I've now built a bullet generation system that reads patterns built by a PatternGenerator which I'm now working on adding Oscillators (angle/fire speed/bullet speed) to, as well as additional pattern types (Only got "PatternSpread" and "PatternSingle" : PatternGenerators). That stuff should be really fast now, though!



Its like I'm really a touhou
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Quarry
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« Reply #3 on: May 19, 2012, 07:46:51 AM »

It looks like you are just incrementing positions rather than incrementing a velocity value

Doesn't look purty the way you do it
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Eatingburger
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« Reply #4 on: May 19, 2012, 08:28:47 AM »

It looks like you are just incrementing positions rather than incrementing a velocity value

Doesn't look purty the way you do it
The bullets spawned use velocity, but yeah, I'm going to implement kinematics for the missile collisions. Also the framerate in the gifs is kinda bad because FRAPS.



\/\/ Yeah, the ship doesn't use velocities yet either! That is a good point

ee: wait no the framerate is bad because I need to per-instantiate my objects.
« Last Edit: May 19, 2012, 09:13:55 AM by Eatingburger » Logged
Quarry
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« Reply #5 on: May 19, 2012, 08:30:43 AM »

I meant the ship at the update post
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Eatingburger
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« Reply #6 on: May 22, 2012, 02:11:22 PM »



ADDED:
*Animation handlers! (SpriteSheetController, PlayerAnimator)
*Proper memory management!
*Proper acceleration (NO DECELERATION THOUGH WHOOPS)
*Messed around with bullet mechanics! They can now home in on stuff and do funky things.
*Actual real tiny person info mockup:


Deceleration doesn't work because my playerVelocity and playerAcceleration aren't of the same units as Unity's distance vectors. Not sure how I'll go about fixing that. Guess I could just try calculating it through trial and error.
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eigenbom
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« Reply #7 on: May 22, 2012, 02:19:36 PM »

Quote


houseship, aw yeh! now you're talking my language ... Smiley
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eyeliner
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« Reply #8 on: May 22, 2012, 02:25:13 PM »

I swear, one of the best things in this forum is the wonder I feel when I see projects that are so original and left field that I just hope to see them through.

I must also say that it's great to see people coming up with so much different stuff.

Great story, simple, truly original. Nice art also.

Keep it up, Eatingburger. Nice thing you have here.
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Eatingburger
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« Reply #9 on: May 23, 2012, 10:18:15 AM »



*Added ReverseAnimation() to my spritesheet controller, split RunFrame() into RunFrameBackwards() and RunFrameForwards()
*Figured out why my kinematics weren't working properly. Turns out I wasn't multiplying acceleration by Time.deltaTime  Facepalm
*Actually implemented kinematics, so now the player will decelerate as they approach a destination.
*Stared blankly at the horrible mess player.cs was becoming for a while, and put off properly designing the class for another day  
« Last Edit: May 23, 2012, 11:31:59 AM by Eatingburger » Logged
AaronLee
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« Reply #10 on: May 23, 2012, 12:11:49 PM »

UPDATE:

So I never bothered to properly learn inheritance until now, but I've now built a bullet generation system that reads patterns built by a PatternGenerator which I'm now working on adding Oscillators (angle/fire speed/bullet speed) to, as well as additional pattern types (Only got "PatternSpread" and "PatternSingle" : PatternGenerators). That stuff should be really fast now, though!



Its like I'm really a touhou

He is firing bullets out of his butt. Corny Laugh

I am very mature.

I'm excited to see what you come up with for the bullet system though.
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Danmark
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« Reply #11 on: May 23, 2012, 01:20:08 PM »

Looking mighty fine. Which platforms is it headed to?
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Eatingburger
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« Reply #12 on: May 23, 2012, 02:14:39 PM »

Looking mighty fine. Which platforms is it headed to?
The whole dash mechanic was designed with touch screen controls in mind, so android (and Windows) at the very least, iOS after that.


In the brief period of time between tutoring and work, I worked on how bullets would be reflected while you're dashing. Even though I'm pretty sure it's not working properly, it still looks pretty cool!

e: I just noticed the CUPID sprite was blue. I actually have no idea why that is. Its red in the spritesheet.
« Last Edit: May 23, 2012, 02:36:56 PM by Eatingburger » Logged
Eatingburger
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« Reply #13 on: May 25, 2012, 08:07:18 AM »


Stomp stomp stomp~

Keep it up, Eatingburger. Nice thing you have here.
Thanks! Mad props to Sacretis for all the artwork! He still hasn't made an account, though
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kamac
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« Reply #14 on: May 25, 2012, 08:18:32 AM »



Holy crap  Waaagh!

This is something.
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